mirror of https://github.com/earok/GloomAmiga.git
215 lines
9.3 KiB
Plaintext
215 lines
9.3 KiB
Plaintext
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Yo Andy,
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Here are some answers to your questions...
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They're a bit disjointed, but I'm sure your editing skills (and spellchecker)
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can improve them no end!
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As for the recent disk, there are some picture mock-ups on the program
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disk called mock1.iff, mock2.iff etc. There's a shot of the map editor, some
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sprites, and various still shots scanned in from Kurt and Hans' artwork. You'll
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need DPaint 4 on an AGA machine to see the stills.
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;----------------------------------------------------------------------------;
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Hi Mark,
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1: Gloom. That sounds a bit like Doom, doesn't it?
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Mark:
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The name sort of started out as a joke, just something to call
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the project while we were working on it. By the time we had to settle on
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a 'real' name, we threw around some pretty weird ones (Gorefest '95,
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Bloodbath etc.) but wound up sticking with Gloom, probably because we were
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all used to it.
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Hans & Kurt:
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We also thought that people would associate the name Gloom with Doom, thus
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tipping our hats in Dooms direction for the inspiration it gave us.
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2: Is it meant to be as close a version as possible?
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Mark:
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When we started on the game, there were already quite a few demos
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around by people trying to 'do Doom'. The trouble was, none of them seemed
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to involve shooting anything which, when it comes down to it, is why people
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play Doom (it is a game, remember folks!). So we decided to do a version
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which placed the emphasis on the actual game, not the scenery. In fact, the
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monster drawing code was the first bit done...if that'd proved too slow, we
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probably would have abandoned the whole thing.
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So, I guess Gloom's trying to be a close version in that it involves wiping
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out shit-loads of monsters, but not in terms of walking around complex scenery.
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We've also tried to give it a whole different look from Doom. Kurt and Hans
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have consciously tried to avoid the Doom look which all the clones
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seem intent on capturing. Also, the game is divided up into distinct graphic
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styles, so instead of the 'mix-and-match' approach to graphics you see in doom
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clones (and even Doom itself), the graphics in Gloom actually go through
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abrupt changes, which alters the mood of the game entirely.
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Kurt:
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At the start of the project it was very doom orientated because all we had
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to go on was Dooms look and feel.
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But as we went along we wanted to break away from Dooms grey monoteny, so at that
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point I think unconsciously while we were forming the game we were bringing in
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our originality with the only similarity being the first person perspective.
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3: Have you seen any other Doom 'clones' on the Amiga?
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Mark:
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Heaps of them! But only one, called 'Fears' I think, where you can
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actually shoot things. It's weird, like Amiga programmers think Doom is all
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about walking around buildings, twiddling your thumbs, going 'ahhh, that's a
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nice wall'.
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Hans & Kurt:
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Also the other clones graphic sprites didn't really stand out from the background
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graphics. I think this is due to the fact that they used colours too dull and
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similar to the background colours. I think playability wise our graphics have allowed
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quicker reaction time because you can see the enemy sprites at a longer distance mainly
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because our sprites illuminate well from the background.
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4: How long have you been working on it?
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I'd been playing around with the game engine for a couple of months
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before coming up with the one used now. Since then, it's been about 3 months
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of solid work, and I guess there's another month or so to go.
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5: When you started Gloom, did you have any idea how it would turn out?
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Mark:
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No way! From the beginning we wanted it to be an action game, but there was
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always this nagging thought that it'd end up a shoot-one-monster-at-a-time kind
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of thing. But I rememeber sitting down with Kurt one day, when everything was
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more or less up and running and sticking 20 odd monsters in a room...WOW!
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You'd walk in there, start firing, and the next thing you knew there were arms
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and legs and torsos and intestines and stuff flying EVERYWHERE!
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So, the end result has pretty much exceeded my expectations. And it's got
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nice walls.
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6: Talk about some of the problems you came across when writing it.
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Mark:
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Well, the texture mapping was a bit of a headache. I tried 3 completely
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different approaches before coming up with the one used now. The technique
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we use is actually pretty slow for drawing an 'empty' scene, but it allows you
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to draw lots of monsters with very little slowdown.
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The depth sorting stuff also proved challenging(!). This involves deciding
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which walls are in front and which are behind, which sounds pretty simple
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(well it did to me), but is actually a major bastard.
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Finally, there were problems with mathematical accuracy. Like, you'd try to
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draw a wall with straight horizontal lines on it, stick it in the game, and
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the lines would come out all zig-zaggy. I cleaned this up to a large extent,
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but it's still noticable in some places. That blows me away about Doom...the
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whole thing is done so bloody cleanly. There's no pixels out of place or
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anything!
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Hans:
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During the early stage of development on the demo,
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something was happening on the last level every time I was going through a
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teleport. A bug had surfaced at this point of the game - I noticed that the speed
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of the game was slowing down every time I entered the teleport to the point
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that it was ridiculously slow. Me and Mark where quite baffled by the problem,
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until I teleported to a room and was ambushed by an almost infinite number
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of enemy sprites! The bug had caused more enemies to be added each time you
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went through the teleport...you'd get killed, go through again, get killed
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again and so on...But I think it's fixed now...
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7: The demo we have is quite big. How big will the final game be?
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Mark:
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I'm not sure. I'm knocking out mazes at the rate of about 2 a day right now,
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so it depends on when I get bored and the mazes start looking the same. That's
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probably a good time to stop. But the way things are going at the moment, I'd
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say there should be about 20+ mazes in there.
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I'm trying to make the mazes small, but interesting. I'm not really a big fan
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of huge, confusing mazes. Instead, I'm trying to give each maze a bit of
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'twist'...so hopefully they'll end up as small, confusing mazes.
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There's also the problem of my tendancy to add stuff to the game at random
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intervals. I've just spent the last couple of days writing a routine to rotate
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and move walls, which adds a whole new aspect to the game - you can get
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squashed! So, we can have huge gear wheels and things spinning around for
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you to run through - but first I gotta draw the maps.
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8: Talking speed for a while: does the frame rate increase depending on what processor you have?
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How about screen size/resolution
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Gloom is done in the infamous 'copper chunky' mode, and offers 2 pixel sizes -
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2 X 2 and 3 X 3. 2 X 2 mode allows for a window as tall as the screen, but only
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about half the width. 3 X 3 mode lets you have a full screen display.
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I've heard a lot of debate about doing stuff this way, but for me the decision
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came down to how to do it as fast as possible on a standard A1200. A lot of it
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comes down to personal taste...what I consider to be too slow, someone else
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might think is just fine. Still, you have to go with your instincts...
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A faster processor definitely makes the game smoother, but doesn't offer
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any different display modes.
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9: The two-player mode is a good innovation - but will there be a null modem
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link-up too? That really works with Doom.
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YES! YES! YES!
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10: If the main code is assembler, is Blitz used at all?
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The map editor and heaps of little utility programs were done in Blitz, but
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there's no actual Blitz code in the game itself.
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11: The other people in Black Magic - have they done anything before?
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Kurt, Hans, Kev and I first met while working on a game in Australia. The
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whole episode was a bit of a drama...we'd gone over to work for this rich guy
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who wanted to get into the games publishing biz, but things turned pretty ugly
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at the end. We actually finished the game, but nothing ever came of it...
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Kurt and Hans have also contributed graphics to some of Acid software's stuff -
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Guardian and SkidMarks 2, but apart from the OZ one, this has been their first
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complete game.
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Kev did the music and graphics on a game called 'Lunar-C' which was on the
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CD32 version of Overkill...but that was before we met him.
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12: Do you anticipate any trouble from id Software?
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Nahhh...I'm sure they're too busy on the 3DOSXstationTigercatreality conversion
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of Doom to be reading THE ONE.
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13: Er, and the final question is: do you have anything more to say?
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Mark:
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I'd like to say a big, cuddly 'thanks' to the authors of the original Doom,
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for coming up with such an original, awesomely programmed game, which has also
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returned shoot-em-ups to their deserved place under the spot-light!
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Hans and Kurt:
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I think that this project gave us a lot of fun and excitement. Basicly because
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it was entirely something new both from the graphic and writing perspective.
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We can't wait for its release onto the Amiga market, we have contemplated that
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the market will respond positively to it, providing other Doom clones don't
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beat us. Even if there is another clone out there i think we will still do quite
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well mainly because The Amiga market is really hungry for this style of game and
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we here at black magic have full confidence in its pure quality.
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Butler bro's:
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It will blow the shit out of anything in its path!
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